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-rw-r--r--src/jogl/classes/com/jogamp/math/VectorUtil.java110
1 files changed, 83 insertions, 27 deletions
diff --git a/src/jogl/classes/com/jogamp/math/VectorUtil.java b/src/jogl/classes/com/jogamp/math/VectorUtil.java
index 05cb90d33..6af93ae6b 100644
--- a/src/jogl/classes/com/jogamp/math/VectorUtil.java
+++ b/src/jogl/classes/com/jogamp/math/VectorUtil.java
@@ -709,7 +709,7 @@ public final class VectorUtil {
* @param c vertex 1 of second segment
* @param d vertex 2 of second segment
* @return true if the segments intersect, otherwise returns false
- * @deprecated use {@link #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable)}
+ * @deprecated use {@link #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, float, boolean)}
*/
@Deprecated
public static boolean testSeg2SegIntersection0(final Vert2fImmutable a, final Vert2fImmutable b,
@@ -741,7 +741,7 @@ public final class VectorUtil {
* @param d vertex 1 of first segment
* @param e vertex 2 of first segment
* @return true if the segment intersects at least one segment of the triangle, false otherwise
- * @deprecated use {@link #testTri2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable)}
+ * @deprecated use {@link #testTri2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, float, boolean)}
*/
@Deprecated
public static boolean testTri2SegIntersection0(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c,
@@ -752,21 +752,33 @@ public final class VectorUtil {
}
/**
+ * Line segment intersection test and returning the intersecting point.
+ * <p>
* See [p + t r = q + u s](https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect/565282#565282)
* and [its terse C# implementation](https://www.codeproject.com/tips/862988/find-the-intersection-point-of-two-line-segments)
+ * </p>
+ * <p>
+ * Implementation uses float precision.
+ * </p>
+ * @param p vertex 1 of first segment
+ * @param p2 vertex 2 of first segment
+ * @param q vertex 1 of second segment
+ * @param q2 vertex 2 of second segment
+ * @param epsilon optional epsilon. If {@code 0} just compare against {@code 0}, otherwise compare against this {@code epsilon}. See {@link FloatUtil#EPSILON}
+ * @param doCollinear consider collinear case, i.e. overlapping segments as an intersection returning {@code true}
+ * @return true if line segments are intersecting, otherwise false
*/
- public static boolean seg2SegIntersection(final Vec3f result, final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final boolean doCollinear)
+ public static boolean seg2SegIntersection(final Vec3f result, final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final float epsilon, final boolean doCollinear)
{
- final float eps = FloatUtil.EPSILON;
final Vec2f r = p2.minus(p);
final Vec2f s = q2.minus(q);
final float rxs = r.cross(s);
- if ( FloatUtil.isZero(rxs) ) {
+ if ( FloatUtil.isZero(rxs, epsilon) ) {
if( doCollinear ) {
final Vec2f q_p = q.minus(p);
final float qpxr = q_p.cross(r);
- if ( FloatUtil.isZero(qpxr) ) // disabled collinear case
+ if ( FloatUtil.isZero(qpxr, epsilon) ) // disabled collinear case
{
// 1) r x s = 0 and (q - p) x r = 0, the two lines are collinear.
final Vec2f p_q = p.minus(q);
@@ -774,8 +786,8 @@ public final class VectorUtil {
final float pq_dot_s = p_q.dot(s);
// if ( ( 0 <= qp_dot_r && qp_dot_r <= r.dot(r) ) ||
// ( 0 <= pq_dot_s && pq_dot_s <= s.dot(s) ) )
- if ( ( eps <= qp_dot_r && qp_dot_r - r.dot(r) <= eps ) ||
- ( eps <= pq_dot_s && pq_dot_s - s.dot(s) <= eps ) )
+ if ( ( epsilon <= qp_dot_r && qp_dot_r - r.dot(r) <= epsilon ) ||
+ ( epsilon <= pq_dot_s && pq_dot_s - s.dot(s) <= epsilon ) )
{
// 1.1) 0 <= (q - p) · r <= r · r or 0 <= (p - q) · s <= s · s, the two lines are overlapping
// FIXME: result set to q2 endpoint, OK?
@@ -807,7 +819,7 @@ public final class VectorUtil {
final float u = qpxr / rxs;
// if ( (0 <= t && t <= 1) && (0 <= u && u <= 1) )
- if ( (eps <= t && t - 1 <= eps) && (eps <= u && u - 1 <= eps) )
+ if ( (epsilon <= t && t - 1 <= epsilon) && (epsilon <= u && u - 1 <= epsilon) )
{
// 3) r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t * r = q + u * s.
result.set( p.plus( r.mul( t ) ), 0 ); // == q + (u * s)
@@ -826,19 +838,25 @@ public final class VectorUtil {
* <p>
* Implementation uses float precision.
* </p>
+ * @param p vertex 1 of first segment
+ * @param p2 vertex 2 of first segment
+ * @param q vertex 1 of second segment
+ * @param q2 vertex 2 of second segment
+ * @param epsilon optional epsilon. If {@code 0} just compare against {@code 0}, otherwise compare against this {@code epsilon}. See {@link FloatUtil#EPSILON}
+ * @param doCollinear consider collinear case, i.e. overlapping segments as an intersection returning {@code true}
+ * @return true if line segments are intersecting, otherwise false
*/
- public static boolean testSeg2SegIntersection(final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final boolean doCollinear)
+ public static boolean testSeg2SegIntersection(final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final float epsilon, final boolean doCollinear)
{
- final float eps = FloatUtil.EPSILON;
final Vec2f r = p2.minus(p);
final Vec2f s = q2.minus(q);
final float rxs = r.cross(s);
- if ( FloatUtil.isZero(rxs) ) {
+ if ( FloatUtil.isZero(rxs, epsilon) ) {
if( doCollinear ) {
final Vec2f q_p = q.minus(p);
final float qpxr = q_p.cross(r);
- if ( FloatUtil.isZero(qpxr) ) // disabled collinear case
+ if ( FloatUtil.isZero(qpxr, epsilon) ) // disabled collinear case
{
// 1) r x s = 0 and (q - p) x r = 0, the two lines are collinear.
final Vec2f p_q = p.minus(q);
@@ -846,8 +864,8 @@ public final class VectorUtil {
final float pq_dot_s = p_q.dot(s);
// if ( ( 0 <= qp_dot_r && qp_dot_r <= r.dot(r) ) ||
// ( 0 <= pq_dot_s && pq_dot_s <= s.dot(s) ) )
- if ( ( eps <= qp_dot_r && qp_dot_r - r.dot(r) <= eps ) ||
- ( eps <= pq_dot_s && pq_dot_s - s.dot(s) <= eps ) )
+ if ( ( epsilon <= qp_dot_r && qp_dot_r - r.dot(r) <= epsilon ) ||
+ ( epsilon <= pq_dot_s && pq_dot_s - s.dot(s) <= epsilon ) )
{
// 1.1) 0 <= (q - p) · r <= r · r or 0 <= (p - q) · s <= s · s, the two lines are overlapping
return true;
@@ -877,7 +895,7 @@ public final class VectorUtil {
final float u = qpxr / rxs;
// if ( (0 <= t && t <= 1) && (0 <= u && u <= 1) )
- if ( (eps <= t && t - 1 <= eps) && (eps <= u && u - 1 <= eps) )
+ if ( (epsilon <= t && t - 1 <= epsilon) && (epsilon <= u && u - 1 <= epsilon) )
{
// 3) r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t * r = q + u * s.
return true;
@@ -894,20 +912,56 @@ public final class VectorUtil {
* <p>
* Implementation uses float precision.
* </p>
+ * @param p vertex 1 of first segment
+ * @param p2 vertex 2 of first segment
+ * @param q vertex 1 of second segment
+ * @param q2 vertex 2 of second segment
+ * @param epsilon optional epsilon. If {@code 0} just compare against {@code 0}, otherwise compare against this {@code epsilon}. See {@link FloatUtil#EPSILON}
+ * @param doCollinear consider collinear case, i.e. overlapping segments as an intersection returning {@code true}
+ * @return true if line segments are intersecting, otherwise false
*/
- public static boolean testSeg2SegIntersection(final Vert2fImmutable p, final Vert2fImmutable p2, final Vert2fImmutable q, final Vert2fImmutable q2)
+ public static boolean testSeg2SegIntersection(final Vert2fImmutable p, final Vert2fImmutable p2, final Vert2fImmutable q, final Vert2fImmutable q2,
+ final float epsilon, final boolean doCollinear)
{
// Operations: 11+, 8*, 2 branches
- final float eps = FloatUtil.EPSILON;
final float rx = p2.x() - p.x(); // p2.minus(p)
final float ry = p2.y() - p.y();
final float sx = q2.x() - q.x(); // q2.minus(q)
final float sy = q2.y() - q.y();
final float rxs = rx * sy - ry * sx; // r.cross(s)
- if ( FloatUtil.isZero(rxs) ) {
- // Not considering collinear case as an intersection
- return false;
+ if ( FloatUtil.isZero(rxs, epsilon) ) {
+ if( doCollinear ) {
+ final float q_px = q.x() - p.x(); // q.minus(p)
+ final float q_py = q.y() - p.y();
+ final float qpxr = q_px * ry - q_py * rx; // q_p.cross(r)
+ if ( FloatUtil.isZero(qpxr, epsilon) ) // disabled collinear case
+ {
+ // 1) r x s = 0 and (q - p) x r = 0, the two lines are collinear.
+ final float p_qx = p.x() - q.x(); // p.minus(q)
+ final float p_qy = p.y() - q.y();
+ final float qp_dot_r = q_px * rx + q_py * ry; // q_p.dot(r);
+ final float pq_dot_s = p_qx * sx + p_qy * sy; // p_q.dot(s);
+ final float r_dot_r = rx * rx + ry * ry; // r.dot(r);
+ final float s_dot_s = sx * sx + sy * sy; // r.dot(r);
+ // if ( ( 0 <= qp_dot_r && qp_dot_r <= r.dot(r) ) ||
+ // ( 0 <= pq_dot_s && pq_dot_s <= s.dot(s) ) )
+ if ( ( epsilon <= qp_dot_r && qp_dot_r - r_dot_r <= epsilon ) ||
+ ( epsilon <= pq_dot_s && pq_dot_s - s_dot_s <= epsilon ) )
+ {
+ // 1.1) 0 <= (q - p) · r <= r · r or 0 <= (p - q) · s <= s · s, the two lines are overlapping
+ return true;
+ }
+ // 1.2 the two lines are collinear but disjoint.
+ return false;
+ } else {
+ // 2) r × s = 0 and (q − p) × r ≠ 0, the two lines are parallel and non-intersecting.
+ return false;
+ }
+ } else {
+ // Not considering collinear case as an intersection
+ return false;
+ }
} else {
// r x s != 0
final float q_px = q.x() - p.x(); // q.minus(p)
@@ -924,7 +978,7 @@ public final class VectorUtil {
final float u = qpxr / rxs;
// if ( (0 <= t && t <= 1) && (0 <= u && u <= 1) )
- if ( (eps <= t && t - 1 <= eps) && (eps <= u && u - 1 <= eps) )
+ if ( (epsilon <= t && t - 1 <= epsilon) && (epsilon <= u && u - 1 <= epsilon) )
{
// 3) r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t * r = q + u * s.
return true;
@@ -942,14 +996,16 @@ public final class VectorUtil {
* @param c vertex 3 of the triangle
* @param d vertex 1 of first segment
* @param e vertex 2 of first segment
+ * @param epsilon optional epsilon. If {@code 0} just compare against {@code 0}, otherwise compare against this {@code epsilon}. See {@link FloatUtil#EPSILON}
+ * @param doCollinear consider collinear case, i.e. overlapping segments as an intersection returning {@code true}
* @return true if the segment intersects at least one segment of the triangle, false otherwise
- * @see #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable)
+ * @see #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, float, boolean)
*/
public static boolean testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c,
- final Vert2fImmutable d, final Vert2fImmutable e){
- return testSeg2SegIntersection(a, b, d, e) ||
- testSeg2SegIntersection(b, c, d, e) ||
- testSeg2SegIntersection(a, c, d, e) ;
+ final Vert2fImmutable d, final Vert2fImmutable e, final float epsilon, final boolean doCollinear) {
+ return testSeg2SegIntersection(a, b, d, e, epsilon, doCollinear) ||
+ testSeg2SegIntersection(b, c, d, e, epsilon, doCollinear) ||
+ testSeg2SegIntersection(a, c, d, e, epsilon, doCollinear) ;
}
/**